The Game That Wasn’t There

July 9th, 2010 by Joel Haddock

I have had a hankering lately to play a game that does not exist.  Specifically, a Western RPG as they used to be, before Bioware and Bethesda took up the reins of Western RPGdom.  Of course, many of you will say there is nothing wrong with those two being in charge, but I’m afraid that Dragon Age and Fallout 3 just don’t scratch that itch for me.

So, why?  Why am I dissatisfied with the current crop of Western RPGs?  What are they missing, what are they doing wrong?

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Revisiting Final Fantasy VI – Part I: Open With Strength

April 30th, 2010 by Joel Haddock

There has been a bit of a gaming lull lately, and while I am still working my way through the Elite Four in Soul Silver, and still striking the earth as often as I can in Dwarf Fortress, I felt the need for a something with a little more… something.

As it so happens, over the last month, I have had the occasion to react in abject horror when two different people told me they never played through Final Fantasy III/VI (I’ll stop doing that now).  Both were people I would generally consider “well versed” gamers, and I viewed such a gap in their gaming history as a mark of shame.  So, after vigorously explaining to them that they just had to play, it seemed like the perfect time to give it another whirl myself. 

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Nose to the Grindstone

February 25th, 2010 by Joel Haddock

Mention the concept of “grinding” in a room full of gamers, and you are liable to get one of two reactions: either some titters of excitement, or a cacophonous mix of sighs and groans.  There are, in my experience, very few people who respond to the idea of the grind with simple ambivalence.

Grinding, in traditional gaming terms, stems from RPGs where the player has to fight battle after battle in order to gain experience and level up before being able to proceed further in the game (think of the original Final Fantasy and the huge jump in difficulty when moving from one area into the next). In more general terms, grinding is any time the player engages in a repetitive activity for the purpose of gaining some sort of reward (think brewing hundreds of potions in Oblivion to become a better alchemist). 

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Nostalgia: Reaction

December 11th, 2009 by Joel Haddock

nostaliga-coverThe Nintendo DS has proven itself to be quite the repository for “old fashioned” turn-based JRPGs.  From remakes of old Final Fantasies to entirely new creations, a strong library has built up over the years, giving fans plenty to choose from.  With my DS as my trusty companion on my daily commute every day, I have ample time to play through such involved affairs, and I’ve sampled a pretty wide swath of those that are out there.

When I wrapped up Bowser’s Inside Story several weeks back, I sat down to take a look at what to tackle next.  Poking through Amazon’s DS listings, I spotted an upcoming title called Nostalgia.  The game was named such, as the marketing materials told me, both because of its setting and because of its “return” to old-fashioned JRPGs of days gone by.

Unfortunately, the only nostalgia that Nostalgia evokes is for the time before you started playing it.

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Savin’ It

June 30th, 2009 by Joel Haddock

civ_coverIf someday I am standing at the Pearly Gates and St. Peter looks down at the sum total of my life and asks, “You played Civilization 2 once for an entire weekend? Like, 32 out of 48 hours? Seriously?” I will answer him, head held high, “Yes, yes I did.  And it was totally awesome.”

It is true that in my younger days, I put in many a marathon session of gaming.  Entire nights or weekends could blow by as I sat immersed in whatever game was occupying my attention at the time.  An entire Christmas vacation could be lost to Final Fantasy VI, or nights that should have been spent writing history papers were spent tracking down Sectoids in X-Com. Even up to my years in college, I still might put off more pressing concerns to stay up until the wee hours of the morning waiting to see what was coming next in Silent Hill or the like.

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The World May Or May Not End With You

May 21st, 2009 by Joel Haddock

center_of_universeOne of the nice things about games is that, unlike in real life, you can usually pretend that the world revolves around you.  I mean, I have tried on occasion in real life to take the view that I am the most important person in the world, but damn if the world doesn’t agree with me.

In games, however, there is no question as to who is in charge.  Mother Brain will patiently wait deep underground in Zebes for me to show up, those zombies will linger calmly outside the window for me to pass by before crashing through, and the Combine wouldn’t even think about attacking the rocket site until I am fully prepared. 

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Foeback: Truth and Memory and Final Fantasy

May 6th, 2009 by Joel Haddock

There is no doubt in my mind that there are many games I recall with far more kindness than they deserve.  Were I actually to go back and play them, it is entirely possible the experience would wipe away my cherished memories and replace them with bitter truth – it is for that reason that they remain untouched in the far recesses of time.

The question this raises to me is:  If I remember some games too fondly, am I perhaps also remembering some games too harshly?  If that is the case, then there is no other game better to check that theory against than Final Fantasy VII.

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“I’m Sorry Commander… I Have Failed You”

April 17th, 2009 by Joel Haddock

f_emblemI have left a trail of dead behind me from the forests of Ivalice to the farmlands of North America.

In my defense, I only killed a few of them on purpose.

Characters die in games all the time, but when I am the one responsible for getting them killed, it tends to resonate with me a little more deeply.  I’m not talking about when someone gets dropped in battle and I have to throw a Mythic Bird Feather on them; I’m talking about when a character is dead and gone and not coming back. RPGs and story-driven FPSes can strike down a beloved character to try and tug at the player’s heartstrings, but these deaths are ultimately just stepping-stones in the storytelling process; no matter what choices I may make in the game, Aeris is still going to end up with a sword through her sternum.    

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Persona 4 – Review

February 3rd, 2009 by Joel Haddock

persona4_cover

The Shin Megami Tensei series of games is one with a large popular following in Japan, multiple titles under its umbrella, and a rich in-game history.  I knew absolutely none of this when I first picked up Persona 3 in 2007.  The “3″ in the title, of course, indicated that there were at least upwards of 2 games prior to it in the series, but I had been informed that I could jump into P3 without any prior experience with the series.  This, it turns out, was completely true.  The Persona games tend to be fairly standalone titles,  a la Final Fantasy, and while you may miss some subtle (or not so subtle) nods to the older titles, you can easily play them as their own entity.

Persona 3, on the whole, was a great game.  It was not without its flaws, however, and some of them could be amazingly frustrating.  An “expanded edition” of P3 came out shortly after I had beaten it called Persona 3: FESFES was said to contain many, many hours of additional content and expansion to the story, but having just sunk 60-odd hours into P3, I was not quite ready to jump back in.  As the months passed, and I geared myself up to tackle FES, Atlus announced that Persona 4 would be coming out soon. More importantly, it would be coming out on the PlayStation 2 and not the PS3, which meant I was actually going to be able to play it on launch day.  Thoughts of FES were pushed aside as I eagerly anticipated the next installment.

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